Landaren wrote:Is there no LoS check for the ability?
LOS checks don't work if the collision info from the keep walls/doors are missing. There is a LOS required for Rift/Magnet pulls, but somehow people still manage to target others outside the door and pull everyone with them, even if there's a wall between them and the puller. Git To Da Choppa requires no LOS, only damage on player character which will pull them to you in a 30 feet radius, which is why it's super easy to pull targets close at the door through. As Aza put it:
"Well, it sounds like we have multiple issues here:
1) Rift pulling through walls (missing collision data, so I can't solve this)
2) Rift pulling through doors (bad door object offsets and a bug in the code, which I can try to solve)"
In my own experience, I have seen little to no pulls through walls. Walls seem to have pretty strict LOS to them, yet can still have players pulled through when too close to the Rift/Magnet target at a door (hint; missing collision data.) I've also noticed that Git To Da Choppa does not pull players through walls, since the damage doesn't go through them (unless you're close enough to a door to hit a close target, though.)
Source SDK (the engine used for Valve game mapping such as Half-Life 2, Garry's Mod, Counter Strike, ect.) had a few tools that made the placement of various 'invisble' walls possible; in the editor you could put them over or between windows/walls/world objects which you did not want people to shoot through, and in the game, they were invisibly placed and sometimes even able to be walked through with no problem. Here in Warhammer Online, the world objects have their collision set to block voluntary player movement, but not involuntarily since the ability somehow overrides collision permissions.